My review:
Presentation
First and foremost, Donkey Kong Jungle Beat is easy to understand and navigate. Tutorials on this strange game are so straightforward that even my mother was able to understand it with no problems. This is a woman who is scared of Mario Brothers. In terms of the aesthetic "feel" of the game, you're looking at a Donkey Kong adventure all its own. I watched some old movies of Donkey Kong Country and looked at some screens of that game. Despite my best efforts, I could not call this derivative of those titles. To begin with, the world has a very lush, lively, and humor-filled presentation that permeates every second of gameplay. As I mentioned in my impressions, it is as though you are being told to "GO!" by Nintendo and being thrown into a jungle party. Levels are linear in nature, and there are even "hints" given by both the friendly monkeys (see the first image in this thread) and at the end of kingdoms. There is absolutely nothing I could criticize about the game's presentation. It's inviting, straightforward, lively, and above all interesting and unlike other games I've played. You can tell that Nintendo really believes this bongo/platformer premise is worthwhile.
Score 10.0
Graphics
Sometimes it becomes hard to convince someone that there is value in a 2D game. Why? Well, aside from the obvious restriction of gameplay, graphics are almost invariably lacking in impressive technical merit. In Viewtiful Joe we saw that sort of thing being overcome with great art direction. To me at least, Donkey Kong Jungle Beat takes some of the best representations of Cube hardware in 3D and adds it onto great art. For example, Nintendo shows its skill with water as a boss is covered in rain, or a waterfall pours in the background. Dust, smoke, and fog cover this world as objects (and DK himself) are swept about. DK and many of his foes are fur-shaded and beautifully animated. Other enemies feature truly original art and polygon counts that would look brilliant if faithfully translated in 3D. Things like leaves, lava pits, ice caverns are all nicely created in 2D. As for background designs, you get more simple textures, but nothing in this game is unpleasant to look at. In fact it is easily the best looking 2D game of this generation, IMO. But don't take my word for it. Take a look for yourself.
Score 9.0
Gameplay
Before I said that peripherals only work if they enhance the entertainment value or make the game easier to play. And this is one of the factors I took into consideration for DK Jungle Beat. But first, let me explain how the game works. The left bongo moves DK left, and the right bongo moves DK right. It's not a matter of holding down on the drum, but rather the faster you hit it, the faster DK goes. Indeed this holds true in moving through the air, and on the ground. Tapping both bongos at once performs a jump, which is perhaps more important than running along the ground. Jungle Beat is a platformer in which you want to stay on the ground as little as possible. Clapping above the clap sensor or tapping the side of the bongos sends out two waves of energies, one that stuns faraway enemies and the other that allows DK to latch onto closer objects and enemies. (like the monkeys that throw you through the air for example or the back of a boss)
It's all about flying, floating, bouncing, swimming, and riding through the air, because that's how you score. Basically, the brilliantly animated enemies that I just described (with the exception of a handful) are merely obstacles to your high score. They take away "beats", the game's reward for each banana you catch. As you perform more aerial moves like flipping, floating, wall jumping, and spiking your foes like a volleyball, you gain combo orbs. These combo orbs increase the value of your beats. Now, you do not want to simply collect the beats. You want to perform a move called a "clap grab", which is done by clapping above the bongo's clap sensor or tapping the side of the bongo drums. (trust me, this second method will be your preferred option for the sake of your poor hands)
As you might imagine, there are quite a few variations on the theme of bongoing your way through a level. For example, an enemy throws coconuts at you from a tree. Your task is to leap up, catch the coconut with a well-timed clap grab and then hit the right or left bongo (depending on your direction of choice) to spike that coconut into your foe. There's a boss that has you throwing explosive pineapples into an elephant's trunk then attacking its exposed heart. You use the bongos to race turtles and birds, which can be very difficult because slamming into a wall or enemy makes you lose your animal. Other challenges include pulling the tongue out of a rolling fish, riding some sort of horned animal and jumping for distance, and playing a deadly game of lava ping pong with a rather annoying dragonlike creature. These are just some of the things that play second fiddle to your main goal, which is to collect as many beats as possible.
Levels are divided into barrels containing 4 kingdoms, which are themselves divided into 3 areas. Two of the three areas allow you to collect beats, while the third is a boss fight. There are around 8 bosses in total, 4 of which are repeated in different environments, colors, and difficulty settings throughout. As you collect a certain number of beats and beat the 4 kingdoms of your current barrel, a new barrel will become available. Each kingdom has a medal requirement. Medals are achieved for each kingdom completion according to your beat total. 1,200 beats gives you a platinum (darn near impossible, I haven't gotten one yet), 800 beats gives you a gold (hard to do, but achievable with near flawless play, special moves are not really required), around 400 beats gives you a silver (most common), and bronze. (not likely unless you are either on the verge of death or just learning to play) Beats determine your life total, but you will likely become discouraged from losing too many beats before you actually run out of them.
Basically, all of these things and more work to create an incredibly satisfying, if short-lived gameplay experience. In my humble opinion, this is the best 2D platformer this generation has seen, and probably will see. It takes the very root of what makes a platformer enjoyable (like what made the Sonic the Hedgehog games on the Genesis so good) and breathes new life into them. Controls are every bit as responsive as a standard controller and definitely add enjoyment to the experience where a controller would not. Could a controller play this just as easily or moreso? Probably, but Nintendo has executed a wonderful piece of game design here that just needs to be played. The game contains 18 kingdoms, and I've seen all but one of them in a week. That should tell you to be aware of what you are getting into if you choose to buy this game. The content is more than worthwhile. The amount of content may not be up to your standards.
Score 9.3
Sound
A lively collection of beats and some very good original tunes that caught me off guard later in the game. The main theme is memorable, but you're not likely to be humming this stuff. Still, solid sound design.
Score 8.5
Conclusion
Donkey Kong Jungle Beat is a game that simply must be played. If you love originality in game design as much as I do, you should have already bought or rented this game. If you think originality this good is worth owning, you already own it just as I do. Really, it's that simple. Donkey Kong Jungle Beat takes the platformer and breaks it down to its purest, most uncomplicated form. At the same time though, it takes a player of considerable skill to collect golds and platinums on all the levels. Staying in the air through an entire platforming level will require your complete concentration and lends itself to the sort of wacky, changing gameplay that makes this title stand out.
Basically, if you want to play a great Nintendo game, this is it. It's not God of War, Tekken 5, Gran Turismo 4, Brothers in Arms, or Resident Evil 4, but it does exemplify some of Nintendo's greatest strengths in 2D game design.
Final Score 9.2